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bluecri edited this page Sep 28, 2018 · 2 revisions

  • Use shadow mapping texture for shadow from lights

  • Use 1 texture (8192 x 6144)

Light Size Num Limit
Directional Light 1024 x 1024 8
Spot Light 512 x 512 32
Point Light 128 x 128 32
Deferred Light None INF


1. Directional Light

  • Use Orthogonal matrix

  • Texture size per 1 light = 1024 x 1024

  • Maximum light Num = 8

  • Not use frustum light culling


2. Spot Light

  • Use Perspective matrix

  • Texture size per 1 light = 512 x 512

  • Maximum light Num = 32

  • Use frustum light culling if light is small


3. Point Light

  • Use Perspective matrix

  • Texture size per 1 light = 128 x 128

  • Use 6 Texture per 1 light ( Up, Bottom, Left, Right, Front, Back )

  • Maximum light Num = 32


4. Deferred Light

  • Use Deferred Light render

  • Calculate light with G-Buffer Info ( Pixel's Position, color, normal <- Light Color, intensity )

  • No need shadow texture

  • No light Num limit

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